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Core/Instance: stop updating the instance resettimes based on creature respawns
- Rather update normal instance reset time to 2 hours after last creature kill - This fixes yet another integer overflow due to the possibility of having time_t max showing up - Also change respawntime and resettime fields to bigint on respawn/instance related tables - Start using prepared statements on the InstanceSaveMgr
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@@ -3565,7 +3565,7 @@ void Map::SaveCreatureRespawnTime(ObjectGuid::LowType dbGuid, time_t respawnTime
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_CREATURE_RESPAWN);
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stmt->setUInt32(0, dbGuid);
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stmt->setUInt32(1, uint32(respawnTime));
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stmt->setUInt64(1, uint64(respawnTime));
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stmt->setUInt16(2, GetId());
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stmt->setUInt32(3, GetInstanceId());
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CharacterDatabase.Execute(stmt);
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@@ -3595,7 +3595,7 @@ void Map::SaveGORespawnTime(ObjectGuid::LowType dbGuid, time_t respawnTime)
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_GO_RESPAWN);
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stmt->setUInt32(0, dbGuid);
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stmt->setUInt32(1, uint32(respawnTime));
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stmt->setUInt64(1, uint64(respawnTime));
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stmt->setUInt16(2, GetId());
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stmt->setUInt32(3, GetInstanceId());
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CharacterDatabase.Execute(stmt);
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@@ -3623,7 +3623,7 @@ void Map::LoadRespawnTimes()
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{
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Field* fields = result->Fetch();
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ObjectGuid::LowType loguid = fields[0].GetUInt32();
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uint32 respawnTime = fields[1].GetUInt32();
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uint64 respawnTime = fields[1].GetUInt64();
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_creatureRespawnTimes[loguid] = time_t(respawnTime);
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} while (result->NextRow());
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@@ -3638,7 +3638,7 @@ void Map::LoadRespawnTimes()
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{
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Field* fields = result->Fetch();
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ObjectGuid::LowType loguid = fields[0].GetUInt32();
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uint32 respawnTime = fields[1].GetUInt32();
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uint64 respawnTime = fields[1].GetUInt64();
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_goRespawnTimes[loguid] = time_t(respawnTime);
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} while (result->NextRow());
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